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Marauders of Chaos

The primitive men who As soon as the leader receives a Mark of Chaos
dwell in the Northern through the Eye of the Gods special rule this test is no
lands on the border longer taken until the leader leaves the warband in
of the Chaos Wastes which case the new leader must prove himself to the
are called Marauders of Dark Gods the same way his predecessor did.
Chaos. They live in tribes
If the warband already includes a Spawn of Chaos the
and worship strange gods long forgotten by
doomed leader is simply erased from the roster. There
the civilised world. These Northmen are great warriors
may never be more than one Spawn of Chaos in a
and they endlessly strive to win the attention of their
single warband. The Eye of the Dark Gods rule is not
patron gods by proving themselves in many battles.
in effect if the warband leader did not take part in the
Some of the more ambitious chieftains lead their
previous battle
warbands south to the Cathayan Borderlands, leaving
burned villages and bloody trails in their wake, Hired Swords: Marauders of Chaos may only hire the
seeking greater and greater challenges all for the glory following Hired Swords: Pit Fighters, Ogres, Norse
of their dark gods. Shamans and Imperial Assassins plus any other Hired
To the east of Norsca lies the southern arm of the Swords which specify they may be hired by Marauders
Frozen Sea and, east of that, the Northern Wastes, of Chaos. Witches and Warlocks may be hired except
stretching many thousands of miles to the distant by warbands that include warriors with the Mark of
ocean. This cold and barren extension of the great Arkhar.
northern steppes is home to fierce nomad peoples, of
whom the greatest and most feared are the Kurgan to
the west and the Hung to the east. These races are
Choice of warriors
themselves divided into many inter-warring tribes, A Marauders of Chaos warband must include a
some more barbarous and bloodthirsty than others. minimum of three models. You have 500 gold crowns
which you can use to recruit and equip your warband.
The maximum number of warriors in the warband is
Special rules 15 (except for Hung warbands).

Eye of the Gods: An aspiring chaos follower is always Chieftain: Each Marauder warband must have one
watched by the vigilant eyes of the dark gods, who Chieftain: no more, no less!
reward the successful generously but punish failures Seer: Your warband may include one Seer.
harshly. Roll 2D6 after every battle. Condemned: Your warband may include one
Condemned.
Spawn of Chaos:
Chaos: If you lost the preceding battle Champions: Your warband may include up to two
add +1 to the roll for each of your Heroes that Champions.
was taken out of action during the battle. On a Marauders: Your warband may include any number of
total of 12 or more the warbands leader turns Marauders.
into a Chaos spawn (see rules below). Warhounds of Chaos: Your warband may include up
His experience, skills, injuries and to five Warhounds.
equipment are lost. Spawn of Chaos: Your warband may include one
Spawn of Chaos.
Mark of Chaos: If you won the
battle add +1 for every enemy
model the leader took out of Starting experience
action. On a total of 12 or more
you may choose a Mark of A Chieftain starts with 20 Experience.
Chaos for the winning A Seer starts with 8 Experience.
leader (see Marks of the Champions start with 8 Experience.
Dark Gods below). A Condemned starts with 8 Experience.
All Henchmen start with 0 Experience.

Characteristic increase
Profile M WS BS S T W I A Ld
Marauder 4 7 7 4 4 3 7 4 9
Marauders with the Chosen of Chaos skill use the
maximum profile for Warriors of Chaos:
Profile M WS BS S T W I A Ld
Warrior 4 8 8 5 5 3 8 5 9
Marauder equipment list
The following list is used by Marauder warbands to pick their equipment:

HERO EQUIPMENT LIST HENCHMAN EQUIPMENT LIST


Hand-
Hand-to-to-hand Combat Weapons Hand-
Hand-to-to-hand Combat Weapons
Dagger ...................................................1st free/2 gc Dagger ...................................................1st free/2 gc
Hammer ............................................................. 3 gc Hammer ............................................................. 3 gc
Axe...................................................................... 5 gc Axe...................................................................... 5 gc
Sword ...............................................................10 gc Sword ...............................................................10 gc
Halberd ............................................................10 gc Spear ................................................................10 gc
Morning star.....................................................15 gc Morning star.....................................................15 gc
Barbed whip.....................................................15 gc Flail...................................................................15 gc
Double-handed weapon..................................15 gc
Flail...................................................................15 gc Missile Weapons
Great axe ..........................................................25 gc Throwing axes..................................................15 gc
(treat as Throwing knives)
Missile Weapons
none Armour
Light armour ....................................................20 gc
Armour Shield ................................................................. 5 gc
Light armour ....................................................20 gc Helmet..............................................................10 gc
Heavy armour ..................................................50 gc
Shield ................................................................. 5 gc
Helmet..............................................................10 gc

Marauder skill table


Combat Shooting Academic Strength Speed Special

Chieftain
Seer
Condemned
Champion

Marauder special skills


The Marauders of Chaos may use the following skill list instead of any of the standard skill lists.

chosen of chaos sweeping blow


The Hero has been found worthy of his gods service Whenever the Hero takes an enemy model out of
and entered the rank of a Chaos Warrior. He uses the action using a double-handed weapon he may
maximum profile for Warriors of Chaos and the Hero immediately make an additional attack against another
equipment list (if he does not already). model in base contact. Requires the Strongman skill.

tattooed body mutant


Only the warband's leader may have this skill. The The Hero may buy one mutation. See the Mutations
Hero's body is covered with unholy Chaos signs to section of the Possessed on special rules. Heroes with
attract his patron's attention. The Eye of the Gods the Mark of Onogal may choose a Blessing of Nurgle
special rule's effect (of becoming a Chaos Spawn or instead (see Empire in Flames, page 66) except the
receiving a Mark) happens on a result of 10+ instead Mark of Nurgle. Note that unlike other skills Marauder
of 12+ only. Note that for the less favoured Norse Heroes may take this skill more than once.
leaders this is 11+.
heart of the warrior
Only the warbands leader may have this skill. He may
re-roll any failed Rout test and is immune to fear and
all alone tests.
Heroes
1 Marauder Chieftain 0-2 Champions
95 gold crowns to hire 45 gold crowns to hire
The Chieftain is the brutish head of the warband. He Champions are the strongest and most battle
leads his tribe in their constant warfare and bloodshed hardened warriors in the tribe. They fight constantly
in an attempt to win the approval of their fickle gods. waiting for the day when they can finally be judged by
their god as being worthy of his service.
Profile M WS BS S T W I A Ld
Profile M WS BS S T W I A Ld
4 5 3 4 4 1 5 1 8
4 4 3 4 3 1 4 1 7
Weapons/Armour: The Marauder Chieftain may be
equipped with weapons and armour chosen from the Weapons/Armour: Champions may be equipped with
Hero Equipment list. weapons and armour chosen from the Hero
Equipment list.
SPECIAL
SPECIAL RULES
Leader: Any Warrior within 6 of the Marauder
Chieftain may use his Leadership when taking Ld tests. 0-1 Condemned
55 gold crowns to hire
0-1 Seer A servant of a dark god who was foolish enough to
turn away from his patron is forever condemned. If
45 gold crowns to hire the traitor turns to another god for aid then they are
A Seer is the Chieftains advisor as their god tells them often spared death, but suffer a fate many times worse.
his will through the Seer's visions and dreams. The The servant suffers constant mutations at the hands of
other tribesmen see the Seer's attunement to their their old god but maintains vestiges of his humanity as
gods as a great gift that is to be equally respected and his new god compensates for the mutations by
feared. restoring or altering the form of the servant. It is all in
vain, as the unwitting servant eventually becomes a
Profile M WS BS S T W I A Ld plaything of both gods who use the servant's body and
4 4 3 3 3 1 4 1 8 soul as a contest of wills between themselves,
completely uncaring of the condemned servant's fate.
Weapons/Armour: The Seer may be equipped with
weapons chosen from the Hero Equipment list. Profile M WS BS S T W I A Ld
4 D6 3 D6 D6 1 4 D3 7
SPECIAL RULES
Wizard: A Seer is a Wizard and may use Chaos Magic as Weapons/Armour: The Condemned uses no
detailed in the Magic section. equipment (see Fate special rule below) but fights
without penalties.
Mark of Chaos: The Seer gets a Mark of
Chaos when hired to determine the SPECIAL RULES
kind of magic he uses. He can Inconsistency: The body of the Condemned is
have the Mark of the Serpent, mutating permanently. The variable attributes WS, S, T
the Mark of the Crow, and A are determined whenever needed, once every
the Mark of the Eagle, turn.
the Mark of Arkhar Fear: The Condemneds unnatural appearance makes
or the Mark him cause fear in his enemies.
of Chaos
Experience: Whenever the Condemned would
Undivided.
increase one of his variable attributes the player rolls
an appropriate die instead. If the player is satisfied
with the result, he may set the attribute on that
number (e.g. roll a D6 instead of increasing Strength,
on a roll of 4 the player may choose to give the model
S 4). Otherwise the attribute remains variable (and the
advance is lost). The maximum attributes of the
Marauders may be exceeded due to the special nature
of the Condemned, and this carries through to when
the player wishes to set an attribute instead of keeping
it random.
Fate: Once all variable attributes are set, the
Condemned may use weapons, armour and
miscellaneous equipment as usual. But, if he has 90
Experience and still variable attributes, his patron
could not save him from his former god's wrath and
his soul and body are lost. He turns into a terrifying
Spawn of Chaos. If the warband already consists of a
spawn, the doomed warrior wanders off into the
wastes, never to be seen again.
Henchmen
Chaos Marauders 0-1 Spawn of Chaos
35 gold crowns to hire 180 gold
gold crowns to hire
Marauders are wild uncivilized barbarians who seek Spawns of Chaos are former Chaos Champions who
battles and bloodshed. They form the majority of the have been too heavily gifted by their gods and become
chieftains retinue. terrifying mutants.
Profile M WS BS S T W I A Ld Profile M WS BS S T W I A Ld
4 4 3 3 3 1 4 1 7 2D6 3 0 4 5 3 2 D6+1 10
Weapons/Armour: Marauders may be equipped with Weapons/Armour: None! Spawns of Chaos fight with
weapons and armour chosen from the Henchman claws, tentacles and other extremities.
Equipment list.
SPECIAL RULES
Special Attacks: Roll at the beginning of each Close
Combat phase to determine the spawns number of
Attacks for that phase.
Fear: Spawn are disgusting and revolting blasphemies
against nature and cause fear.
Special
Special Movement: The Spawn moves 2D6" straight
ahead in each of its Movement phases. Before it does
0-5 Warhounds of Chaos so its player may turn it to give the direction. It does
not double its movement for charging, instead if its
15 gold crowns to hire movement takes it into contact with a model it counts
Warhounds of Chaos are titanic, mastiff-like creatures as charging and engages that model in close combat.
which are insanely dangerous in combat.
Psychology: Spawns are mindless creatures, knowing
Profile M WS BS S T W I A Ld no fear of pain or death. Spawns automatically pass
any Leadership based test they are required to make.
7 4 0 4 3 1 3 1 5
No Brain: Spawns of Chaos are crazed creatures and
Weapons/Armour: None! Apart from their fangs and
therefore gain no experience.
nasty tempers the Warhounds dont have weapons
and can fight without any penalties. Large: Spawns of Chaos are huge tempting creatures
and count as Large Targets as defined in the shooting
SPECIAL RULES
rules.
Animals: Warhounds are animals and never gain
experience.

Marauders special equipment


great axe barbed whip
25 gold crowns 15 gold crowns
Availability: Rare 8, Heroes with the Chosen of Chaos Availability: Rare 9, one Hero only
skill only
Originally used for taming the wild Chaos Hounds the
These over-sized Battle Axes can be wielded only by barbed whips have proven effective in combat also.
the strongest of warriors.
Range Strength Special rules
Range Strength Special rules Close Combat As user cannot be parried,
Close Combat As user +2 Two-handed, whipcrack, enrage
Strike last, SPECIAL RULES
Cutting edge Whipcrack: See Steel whip (see Mordheim Rules
Review, p 4).
SPECIAL RULES
Strike last: Great Axes are so heavy that the model Cannot be parried: A model attacked by a barbed whip
using them always strikes last, even when charging, may not make parries with a sword or buckler.
unless it has the Strongman skill.
Enrage: The Hero may use his whip to make the
Cutting Edge: A Great Axe has an extra save modifier Warhounds charge wildly. As long as he is not
of 1, so a model with Strength 4 using a Chaos Battle involved in close combat all Warhounds of Chaos
Axe has a 4 save modifier in hand-to-hand combat. within 4 gain +1 attack.
Marks of the Dark Gods
The Eye of the Gods special rule may let the warbands leader choose a Mark of the Dark Gods. With exception to
the Mark of Chaos Undivided there may never be two models in the warband with different Marks. Upon being
hired Seers choose their Mark when in correspondence with the tribe, granting an audience with their god. A
Seer who becomes leader at the same time has to choose the Mark for his associated patron when being
rewarded through the Eye of the Gods.

Mark of Chaos Undivided Mark of Arkhar the Dog


A Hero with this mark believes in Chaos in its purest Arkhar the Dog is the God of War. He is worshipped
form instead of the division into four Chaos Gods. on the battlefield by his warriors who shed blood in
Leader: All warband members within the leader rule's his name, charging their enemies with the battle-cry
radius (6" normally and 12" with Battle Tongue) may Blood for the Blood God!
re-roll all failed Ld tests. Leader: The Hero is subject to frenzy from now on. In
Seer: With the Seer of Chaos Undivided as the tribe's addition, any spell that targets the Hero fails on a roll
spiritual leader the warband may include 0-3 Gors (see of 4+.
Beastmen Raiders in the Empire in Flames Seer: A Seer with the mark of Arkhar counts as a
Supplement, p. 73) that count towards the maximum Bloodfather. A Bloodfather is a war-priest and cannot
of 15 members. Re-roll all results of The lads got cast spells. Instead he communes with daemons and
talent for them. his almighty deity through visions. Take a Leadership
A Seer of Chaos Undivided uses the Chaos Rituals (see test each time a Bloodfather takes an enemy out of
p. 59 in the Mordheim rulebook). action in hand-to-hand combat. If the test is passed
add +1 to the Weapons Skill, Strength, Toughness or
Initiative of the war-priest until the end of the battle.
Mark of Tchar the Eagle Each characteristic can be increased only once in this
way.
Tchar the Great Eagle is the Changer of the Ways. He A Bloodfather may take Strength skills in addition to
is the Master of the ever-mutating energy known as those normally available to a Seer.
magic and his followers are skilful practitioners of
the arcane arts.
Leader: The Hero is capable of casting spells and Mark of Onogal the Crow
immediately learns one random spell from the Tchar Onogal the Crow is the Lord of Decay who unleashes
Rituals. However, he suffers 1 on all rolls for pestilence upon the world. Therefore his followers are
Difficulty unless he was a wizard before. almost completely immune to diseases and serious
Seer: A Seer of Tchar has command of powerful wounds.
sorcery. The sorcerer starts with two spells from the Leader: The Hero gets +1 T and may re-roll on the
Tchar Rituals. One can be chosen freely, the second is Serious Injuries table once. In addition, he is immune
randomly determined. to poison.
Seer: The Seer uses the Nurgle Rituals (see p. 65 in the
Empire in Flames Supplement). However, replace the
first spell in the list with the Touch of Onogal as
described below.
A Seer of Onogal is immune to poison.

Mark of Shornaal the Serpent


Shornaal the Serpent is the Dark Prince of Chaos. The
Lord of Pleasure is the patron of all things beautiful
and seductive.
Leader:
Leader: Enemy models that are not immune to
psychology cannot attack the Hero in close combat
unless they pass a Ld test with 3D6, discarding the
lowest D6 result. If the roll is failed, these models are
hit automatically in close combat. Once they pass, they
do not have to test again for the duration of the battle.
Note that the Lizardmans Cold Blooded special rule
cannot be applied to this effect.
Seer: A Seer of Shornaal uses the Shornaal Rituals. If
the Seer wasn't taken out of action during the battle,
instead of searching for rare items he may brew a
strong drink for the warband (treat as Bugman's Ale).
Note that this item cannot be sold.
Shornaal Rituals
The Shornaal Rituals are used by the Seers who worship the Great Serpent. They use their power
power
to show unlucky victims the horrible pleasures of their patron.

1 Delicious Suffering Difficulty 8


The Seer summons great suffering to overwhelm his enemies.
All models (friend and foe, except for the Seer) within 3 must pass a Ld test or are knocked
down.

2 Dance of the Serpent Difficulty 8


The Seers sight is so incredibly fascinating that his opponents cannot help starring stupidly
while he draws his sword.
All enemy models that are not immune to psychology suffer a 1 to hit against him in close
combat.
The Dance lasts until the beginning of the Seers next shooting phase.

3 Endless Torment Difficulty 9


The Seer falls into ecstasy torturing his helpless victim and watching it die slowly.
Choose one enemy model within 8. From now on the model must roll for injury 1 after its
Recovery phase. For the duration of the Torment the Seer can do nothing else but end the
spell at the beginning of his turn and if attacked in close combat, he is hit automatically and
the spell breaks.

4 Mystify Difficulty
Difficulty 8
Pain, beautiful Pain! last words of Snaghel, Exalted Seer of the Tribe of the Snake
Target enemy model within 8" will have their Initiative value reduced to 1 and will always
strike last in close combat, even if they charge an opponent or are armed with a spear or pike
and are charged themselves. This spell lasts until the target passes a Ld test during the
recovery phase.

5 A Thousand Voices Difficulty 8


A thousand voices manifest within the head of the unlucky victim driving him insane by
mocking at his secret desires and dreams.
Choose one enemy model within 12. For the duration of the spell the model reduces its Ld
by D3 +1 (to a minimum of 2) if it is not immune to psychology.
The model must pass a Ld test at the beginning of its turn to end the spell. The spell breaks
also when the Seer loses a wound. A thousand Voices can only enchant one model at a time.

6 Shornaals Temptation Difficulty 7


The Serpent has chosen to deliver a certain warrior from his miserable existence by
promoting him to one of his Daemonic servants.
Choose one enemy model within 8 that is not immune to psychology. The model must pass a
Ld test. If the model fails, then the Seer gains control over the model. The player may attempt
to regain control at the beginning of his turn by passing a Ld test. Shornaal's Temptation can
only enchant one model at a time. If the Seer is hit whether by a missile or in close combat he
must pass a Ld test or the spell ends.
Tchar Rituals
The Tchar Rituals are used by the S Seers
eers who worship the Great Eagle. For Tchar is the Lord over
spell--
destiny and fate respecting wisdom and subtlety his servants are amongst the mightiest of spell
casters and his magic is especially effective against the dumb and inexperienced.

1 Tchars Blessing
Blessing Difficulty: auto
The Seer prays to his god to fill him with wisdom and thus triumph over his enemies.
This spell must be used before the game and may only be used once. The Seer may not cast
spells in the following battle. After the game he gains D3 Experience points if he wasnt taken
out of action.

2 Dispel Magic Difficulty 7


The winds of magic are bound to the will of Tchar and no so-called wizard may use them
against his favoured.
The Seer ends all effects of currently active spells.

3 Foresight Difficulty 10
The Changer of the Ways pulls the strings of destiny to protect his servants.
This spell must be used before the game and may only be used once. Choose a warband. One
randomly determined Hero of that warband must miss the following game. Models that are
capable of casting spells or prayers are immune to this effect.

4 Wrath of the Great Eagle Difficulty 9


The Seer calls Tchar to punish the ignorant and stupid for their delusion
Choose one enemy model within 12. The model is hit with a Strength equal to the difference
of the Seers Experience points and the models Experience (to a maximum of 10). Armour
saves are taken as normal. If the victim has more Experience points than the Seer, the latter is
hit instead.

5 Tchars Reward Difficulty 8


The Seer is rewarded for his great power.
The Seer gets +1 on any one stat per 10 Experience points he has. Each stat may be increased
only once through this spell.
The power of Tchars Reward lasts until the end of the Seers next shooting phase and can be
re-cast in that phase.

6 Slave to Chaos Difficulty 9


From the Seers trembling fingers a blazing pink and blue ray streams towards an enemy
causing him to mutate terribly until a new recruit queues in the ranks of the Great Eagles
followers.
This spell has a range of 12 and causes one Strength 2 hit with no armour save. If the model
is taken out of action roll for Serious Injuries immediately. If they die replace the killed
warrior with a Horror of Tzeentch (see Bestiary for rules) until the end of the game. If the Seer
is stunned or taken out of action the Horror disappears into the Realm of Chaos.

Onogal Rituals
The Nurgle Rituals are used by Seers with the Mark of Onogal the Crow. Replace the spell
Daemonic Vigour with Touch of Onogal.

1 Touch
Touch of Onogal Difficulty 10
The Seers body is covered with smallpox and blisters. His touch can transmit
devastating diseases.

This spell can be used against one of the Seers close combat opponents. If he takes the
model out of action in the following hand-to-hand combat phase, that player rolls for
Serious Injuries immediately. If the model dies permanently, replace it with a Nurgle
Plague Bearer (see Bestiary for rules) for the rest of the game under the Seers control. If
the Seer is stunned or taken out of action the Plague Bearer disappears into the Realm of
Chaos. Note that only one Plague Bearer can be created at a time.
Follow the darkest tribes
When starting a Marauders of Chaos warband you may SPECIAL RULES
decide which of the following three major Chaos Pedigree: Some Kurgan tribes delight in the spectacle
tribes your warriors belongs to. All warbands follow of trained pit hounds fighting against bears, trolls and
the same rules for Choice of Warriors, Skills and other creatures. A Kurgan warband may include any
Equipment. Any exceptions are described below. number of Warhounds of Chaos not only up to five.
Bone Bows: The Kurgans are renowned for making
scary bows, using the bones of their fallen enemies.
The Norse Heroes and Chaos Marauder Henchmen may use bows
(cost: 10 gold crowns, availability: common).
To the north of the Old World live the Norse tribes:
fierce barbarians, fur-clad and warlike - the very Difficult Customers: While some of the less
epitome of the warriors of Chaos. Their mountainous bloodthirsty of the Norse and Hung tribes even trade
sea-bound land is haunted by all manner of twisted with merchants from the south, the Kurgan live far
monstrous creatures, notably mutant Trolls and away from civilisation and when they come to raid the
Giants, and by nameless things that live deep under southern farmsteads and villages they are certainly not
the mountains. They are warriors at sea as well as on welcomed. Therefore a Kurgan warband suffers 1
land building longships in which they harass the when rolling to find Rare items except for Great Axes
southern lands and undertake journeys far to the and Barbed Whips.
west. The Norse have pale skin after the manner of
men of the Empire. They are generally held to be
especially tall and strong, and many have red or fair
The Hung
hair. Those that live the greatest distance from the The Hung are an oriental race perhaps shorter and
Realm of Chaos are the least favoured of their gods more squat than the people of Cathay but otherwise
and the most likely to be seen openly in more civilised resembling them. They are reckoned the greatest of all
lands as a result. horsemen and are said to learn to ride before they
learn even to walk. Northwards, the land is too poor
SPECIAL RULES and mountainous to support their horses, and the
Reavers: Due to their proximity to the Empire and the steeds of the Hung are typically small, tough beasts
frequency of their raiding, the Norse excel at finding that can survive where larger warhorses would quickly
the best equipment and supplies quickly. As such, they starve. Here the tribes hunt mutant monsters in the
gain a +1 to their rarity rolls when searching during shadow of the snow-capped mountains, gathering
the post-game sequence. their strength to raid the soft lands of Cathay to the
south.
Pantheon: The Norse worship a myriad of gods, spirits
and ancestors. As a result of their wide pantheon the
SPECIAL RULES
Eye of the Gods special rule's effect (of becoming a
Disloyalty: The treachery of the Hung is infamous. As
Chaos Spawn or receiving a Mark) happens on a result
one horseman is no more trustworthy than the next,
of 13+ instead of 12+.
these nomads tribal allegiance is flimsy at best. The
maximum number of warriors in the warband is 12
(instead of 15).
The Kurgan Affinity with Horses: Warhorses always cost 40 gold
The Kurgan are a raven haired, dark-skinned and crowns to the warband not only to starting
powerfully built race, quite unlike Old Worldlers in warbands. In addition, all Heroes (including
appearance. They are said to be equally at home on Henchmen that advance to Heroes) automatically have
foot or on horseback. When the armies of Chaos the Ride Warhorse skill. Note that the number of
gather to invade the Old World, it is the Kurgan mounts per warband is not restricted in the Border
that come most eagerly and in the greatest Town Burning setting.
numbers, for they are a numerous
people compared to the other tribes
of Chaos. It is the warriors of the
northernmost tribes who are the
fiercest and most likely to be
chosen by their gods.

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